The big NULL replacement party part 1.
This is meant to be a safer alternative since NULL can often be 0. Let's not rely on that. And yes, I know this is a lot of files. This is a safer thing to do in big commits vs for loops.
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@@ -1249,7 +1249,7 @@ void Actor::AddCommand( const RString &sCmdName, apActorCommands apac )
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bool Actor::HasCommand( const RString &sCmdName ) const
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{
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return GetCommand(sCmdName) != NULL;
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return GetCommand(sCmdName) != nullptr;
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}
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const apActorCommands *Actor::GetCommand( const RString &sCommandName ) const
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@@ -1268,7 +1268,7 @@ void Actor::HandleMessage( const Message &msg )
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void Actor::PlayCommandNoRecurse( const Message &msg )
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{
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const apActorCommands *pCmd = GetCommand( msg.GetName() );
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if( pCmd != NULL )
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if( pCmd != nullptr )
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RunCommands( *pCmd, &msg.GetParamTable() );
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}
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